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Vanden

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Posts posted by Vanden

  1. So I have 2 separate characters at 50 with Afterburner and Fly now, and I can post some results I've seen. Both have 2 50+5 Fly IOs in Afterburner, which puts the flight speed cap at 86.68 mph. One has a 50+3* Fly IO in Fly, that and 2 Moderate Improved Movement set bonuses (the 6% one) puts her at the 86.68 mph cap I mentioned. The other has a 50+5 Fly IO in Fly, and that puts him at 86.23 mph flight speed. Swift is not slotted for flight speed on either. So I'd say that two 50+5 Fly IOs in Afterburner and a 50+5 Fly IO in Fly is a pretty efficient and effective slotting.

     

    *The 50+3 isn't some special number I calculated to hit the flight speed cap, it's just how many enhancement boosters I'd put on that IO before I thought to check if I was already flight speed-capped, and I was.

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  2. 1 hour ago, PaxArcana said:

    Logical deduction.

    They cannot NOT know these servers exist; their existence has been trumpeted all over the internet for months now.

     

    And since companies like NCSoft have law firms on retainer, whose primary (if not SOLE) function is to find, and eliminate, infringement of their IPs, and the HC team hasn't shut down, nor even received a cease-and-desist letter .... I can only logically conclude that NCSoft must have given permission, even if it's an under-the-table, ::cough-cough, nudge-nudge, wink-wink:: sort of permission.

     

    🙂

    That's no source at all. That's a fancy way of saying "silence implies consent."

    • Like 2
  3. 5 minutes ago, Primantis said:

    A freaking blast from the past, holy cow!

    Thanks for that xD

     

    I do wonder, with IOs etc. If it would be possible to make a modernized Toggle Man that didn't go "OOM" in 5 seconds. xD

    I think Toggle Man predates inherent Stamina, so it would probably be possible.

  4. I don't really like the "slot tax" some powers have to turn knockback into knockdown. Now, the reverse is also true; if you want to turn a power from knockdown into knockback, that also usually takes one slot. I think that's why 0.67 magnitude knockback is so common, because it's low enough to be knockdown, yet high enough to turn into knockback with only one SO. The only issue is, people who want to turn knockdown into knockback kiiinda don't exist.

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  5. So I was picking out Incarnates for my Ice Blaster, and I saw Control Core powers have a chance to add +1 magnitude to control powers. I thought, great, that'll let me hold bosses in just one Freeze Ray when it goes off! Except, not? Every time I've seen the telltale "CONTROL!" text above and enemy boss while running the toggle, the boss will act held for about a split second, and then resume attacking as normal. Does the +1 mag control effect just not work? If not, the only other thing the Core Control branch offers is the bonus damage to controlled enemies, and I could just run Radial Assault Hybrid and get bonus damage procs all the time, with no conditions.

  6. 11 minutes ago, Some Random User said:

    This is really two suggestions.

    • I've noticed newbies and returning players from before their introduction both keep asking the same thing about P.P.M. effect Enhancements. Can we include a newbie-friendly line in the existing P.P.M. paragraph that says the following? "This enhancement adds an extra effect to a power. The effect has a chance to happen whenever you successfully activate the power, such as when you initially start a Toggle power."
    • We already have hover-over tooltips that say how much an Enhancement benefits us. I realize the tooltip on the Enhancement can't know what you're going to slot the Enhancement into. Can we add a line that only appears after the Enhancement is slotted? If so, we could have a line that shows the calculated % chance per activation for that slotted power, and instead show a calculated frequency on Auto powers.

    The bolded part already happens. If a proc says it will go off X times per minute, it'll go off, on average, X times per minute in an auto power.

  7. One thing I miss from the old forum: At the top of every page is the listing for where you are in the forum. For example, this thread has Home > City of Heroes: Homecoming > General Discussion > This will take some getting used to. at the top. On the old forums, clicking on the City of Heroes: Homecoming part would bring you to a page showing all the subforums, just scrolled so the page loads looking at the subforums in the City of Heroes: Homecoming heading. On these forums, if you click that part, it'll only load those particular subforums. It was just a bigger target to click when I wanted to go back to the page for the whole forum.

  8. 7 hours ago, AboveTheChemist said:

    Another supposedly far easier/faster method is to run the third mission of Part 4 of the "Who Will Die" signature story arc, which I think starts with Dakota Berg in Brickstown. The advice that I saw, which comes from this thread, says to set to mission difficulty to -1x8 and there will be enough villains in there to get the badge. Another poster in that thread said that setting it to -1x2 is more than plenty, but I have never gone this route so I don't know for sure. The next time I go for this badge I am going to try this method, although that thread mentions that this should be done at level 50 so I don't know how easy this part would be before level 50, and it may not be available at all before level 30 due to the level requirement of that part of the signature story arc. The other method I mentioned, I did in the late 20's I think.

     

    5 hours ago, jacobpaige said:

    I also did Who Will Die part 4, but at 0x1. I didn't find any progress on the badge in the defeats section, so I wasn't sure if it was doing anything. After that, I went and killed Frostfire, and still nothing. I just don't know if the methods work because I'm not seeing anything in my Badges. Starting to wonder if I need to file a bug report or something.

     

    Edit: I figured out the problem. You need to do at least one bank job before the badge will start counting. I'll check tomorrow if Who Will Die p4 will count this time or not.

    Who Will Die part 4 heroside gives progress towards Hero Slayer, not Villain Disruptor. It's good for unlocking the contact to flashback Mayhems, but not Safeguards.

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  9. 10 minutes ago, Some Random User said:

    This Powerset was reworked shortly after launch (and for good reason, there were major balance problems). Right after that, the way things worked was someone'd use [Haste] and perma [Instant Healing], which was possible using nothing more than S.O. Enhancements. Both Haste and I.H. (again) were reworked later.

     

    All of the "armor" Powersets have a [Moment of Glory]-like button, often as a T9 skippable. I've never understood why I.H. couldn't be a crashless version of that skippable T9 other Powersets get, like M.o.G. without a downside. This "reason to take the Powerset" could rekindle interest without much else being touched. Powersets used to be balanced within themselves, not against other Powersets, so why wouldn't this work? Isn't that exactly what we'd want?

    Are you talking about MoG? Instant Healing was a toggle until issue 5, but I think perma-MoG was a thing early on.

  10. 54 minutes ago, Some Random User said:

    You are saying you'd get immunity after the resurrect, right? So you'd still have Debt for initially getting killed. Presumably the duration of the cooldown and the duration of the Debt protection would be equal? If not, do you see anything wrong with letting a player get Debt then daisy-chain Debt protection as they get dropped and self-rez over and over? If the recharge is equal or longer, wouldn't you rather just stay alive more?

    Not really. Debt is pretty meaningless these days, it's been nerfed so hard since its heyday; you pretty much have to encounter the infamous death loop in the mission to defend the Midnighter Mansion in Night Ward to actually accrue a meaningful amount of debt.

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